using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace MeadowGames.UINodeConnect4.GraphicRenderer { public class Solid : LineStyle { static float _deg2Rad90 = Mathf.Deg2Rad * 90f; public static new void Draw(UICLineRenderer lineRenderer, Line line) { int linePointsCount = line.points.Count; if (linePointsCount > 0) { float lastAngle = 0; float angle = 0; Vector2 _lastPos2 = Vector2.zero; Vector2 _lastPos3 = Vector2.zero; float currentLenght = 0; float sWidth = line.startWidth / lineRenderer.rectScaleX ; float eWidth = line.endWidth / lineRenderer.rectScaleX ; for (int i = 1; i < linePointsCount; i++) { Vector2 p0 = line.points[i - 1]; Vector2 p1 = line.points[i]; angle = Mathf.Atan2(p0.y - p1.y, p0.x - p1.x) + _deg2Rad90; float cos = Mathf.Cos(angle); // calc cos float sin = Mathf.Sin(angle); // calc sin float lengthToAdd = Vector2.Distance(p0, p1); currentLenght += lengthToAdd; float w0 = UICUtility.ConvertScale(currentLenght - lengthToAdd, 0, line.length, sWidth, eWidth); float w1 = UICUtility.ConvertScale(currentLenght, 0, line.length, sWidth, eWidth); float _wCos0 = (w0 * cos); float _wSin0 = (w0 * sin); float _wCos1 = (w1 * cos); float _wSin1 = (w1 * sin); // Correct line position when LineRenderer is offset Vector2 pos0 = new Vector2((p0.x) + _wCos0, (p0.y) + _wSin0); Vector2 pos1 = new Vector2((p0.x) - _wCos0, (p0.y) - _wSin0); Vector2 pos2 = new Vector2((p1.x) - _wCos1, (p1.y) - _wSin1); Vector2 pos3 = new Vector2((p1.x) + _wCos1, (p1.y) + _wSin1); lineRenderer.AddUIVertexQuad(new[] { pos0, pos1, pos2, pos3 }, lineRenderer.UVs, line.color); if (lastAngle != angle && i > 1 && i < linePointsCount) { Vector2 pos0_ = _lastPos3; Vector2 pos1_ = _lastPos2; Vector2 pos2_ = pos1; Vector2 pos3_ = pos0; lineRenderer.AddUIVertexQuad(new[] { pos0_, pos1_, pos2_, pos3_ }, lineRenderer.UVs, line.color); } if (line.capStart.active && i == 1) Shape.DrawShape(line.capStart.shape, lineRenderer, line.points[0], angle + (line.capStart.angleOffset * Mathf.Deg2Rad), line.capStart.size, line.capStart.color); _lastPos2 = pos2; _lastPos3 = pos3; lastAngle = angle; } if (line.capEnd.active) Shape.DrawShape(line.capEnd.shape, lineRenderer, line.points[linePointsCount - 1], angle + (line.capEnd.angleOffset * Mathf.Deg2Rad), line.capEnd.size, line.capEnd.color); } } } }